1. Basic Definitions and Key Quantities

(i) Distance vs. Displacement

  • Distance is the total path length travelled by an object. It is a scalar quantity and is always non-negative.
  • Displacement (s) is the shortest straight-line distance from the initial to the final position, along with direction. It is a vector quantity and can be zero, positive, or negative.

For any motion: |Displacement|Distance. Equality holds only when the object moves in a single straight line without reversing direction.

(ii) Speed vs. Velocity

Quantity Formula Nature Can be negative?
Average Speed Total DistanceTotal Time Scalar No
Average Velocity ΔxΔt=xfxit Vector Yes
Instantaneous Speed |dxdt| Scalar No
Instantaneous Velocity v=dxdt Vector Yes

(iii) Acceleration

Acceleration is the rate of change of velocity with time:

a=dvdt=d2xdt2

  • Acceleration is a vector. It can be positive, negative (retardation), or zero.
  • A body can have zero velocity but non-zero acceleration (e.g., at the highest point of a vertical throw).
  • A body can have constant speed but non-zero acceleration (e.g., uniform circular motion).

2. Equations of Motion for Uniform Acceleration

When a body moves along a straight line with constant acceleration a, the following three kinematic equations apply. Here, u = initial velocity, v = final velocity, s = displacement, t = time.

Equation Quantities NOT involved
v=u+at s
s=ut+12at2 v
v2=u2+2as t
s=(u+v)2t a

Displacement in the nth Second

The displacement of a uniformly accelerating body specifically in the nth second (not in n seconds) is given by:

sn=u+a2(2n1)

This formula is very frequently tested in JEE and NEET. Note that sn is a displacement (not distance) and can be negative.

Graphical Interpretation of Motion

  • Displacement–Time (xt) graph: The slope at any point gives the instantaneous velocity. A straight line means constant velocity; a curve means changing velocity (acceleration). A horizontal line means the body is at rest.
  • Velocity–Time (vt) graph: The slope at any point gives the instantaneous acceleration. The area under the vt graph between two time points gives the displacement in that interval.
  • Acceleration–Time (at) graph: The area under the at graph gives the change in velocity.

Important: For a vt graph, the area above the time-axis is positive displacement and the area below is negative displacement. Total distance = sum of magnitudes of both areas.

3. Motion Under Gravity (Free Fall)

Near the Earth's surface, all freely falling bodies experience the same downward acceleration due to gravity, g9.8 m/s210 m/s2 (for calculations). Taking upward as positive:

Situation Initial velocity u Acceleration a
Object dropped from rest 0 g
Object thrown upward +u g
Object thrown downward u g

Key Results for a Body Thrown Vertically Upward with speed u:

  • Time to reach maximum height: tup=ug
  • Maximum height reached: H=u22g
  • Total time of flight (back to same level): T=2ug
  • Speed on return to the same level = u (same as initial speed, opposite direction)
  • The motion is symmetric about the highest point — time going up equals time coming down.

4. Relative Motion in a Straight Line

The velocity of object A as observed from object B is called the velocity of A relative to B:

vAB=vAvB

  • If two objects move in the same direction with speeds vA and vB: relative speed =|vAvB|
  • If two objects move in opposite directions: relative speed =vA+vB

Similarly, relative acceleration: aAB=aAaB

For two objects under gravity (same g downward), aAB=gg=0, so they appear to move with constant velocity relative to each other. This is why astronauts in a spacecraft appear weightless.

5. Motion in a Plane — Vectors in 2D

Motion in a plane is described using two-dimensional vectors. Position, velocity, and acceleration are all vector quantities resolved into perpendicular components (usually x and y).

r=xi^+yj^,    v=vxi^+vyj^,    a=axi^+ayj^

The key principle is that horizontal and vertical motions are completely independent. Each component is analysed separately using the equations of motion.

Component Velocity Position
x-direction (horizontal) vx=vx0+axt x=x0+vx0t+12axt2
y-direction (vertical) vy=vy0+ayt y=y0+vy0t+12ayt2

6. Projectile Motion

A projectile is any object launched into space with only gravity acting on it (air resistance neglected). The path traced is a parabola. If launched with speed u at angle θ above the horizontal:

Component Initial value Acceleration At time t
Horizontal (x) ux=ucosθ 0 (constant) x=ucosθt
Vertical (y) uy=usinθ g (downward) y=usinθt12gt2

Important Formulae

  • Time of Flight: T=2usinθg
  • Maximum Height: H=u2sin2θ2g
  • Horizontal Range: R=u2sin2θg
  • Maximum Range: Rmax=u2g when θ=45°
  • Equation of Trajectory (path): y=xtanθgx22u2cos2θ

At any point during flight, the speed is v=vx2+vy2 and the angle with horizontal is ϕ=tan1(vyvx). The horizontal component vx=ucosθ remains constant throughout.

Complementary Angles and Projectile Range

Two projection angles that are complementary (i.e., θ and 90°θ) give the same horizontal range but different maximum heights and times of flight.

  • R(θ)=R(90°θ), since sin2θ=sin(180°2θ).
  • The ratio of maximum heights: H1H2=sin2θcos2θ=tan2θ
  • The ratio of times of flight: T1T2=sinθcosθ=tanθ
  • Useful result: R=4Htanθ, linking range and max height.

7. Relative Motion in a Plane — River-Boat & Rain Problems

(i) River-Boat Problem

A boat of speed vb (in still water) crosses a river of width d flowing with speed vr. The velocity of the boat with respect to the ground is:

vboat,ground=vboat,river+vriver,ground

  • To minimize time of crossing: Aim the boat perpendicular to the river. Time =dvb. Drift =vrdvb.
  • To minimize drift (shortest path): Aim the boat at angle sin1(vrvb) upstream. This is possible only if vb>vr. Drift = 0, and time =dvb2vr2.

(ii) Rain Problem

A person walking with velocity vm in rain falling with velocity vr must hold the umbrella in the direction of the relative velocity of rain with respect to the person:

vr,m=vrvm

The angle of the umbrella with vertical is θ=tan1(vmvr) (tilted forward in the direction of motion).

8. Non-Uniform Acceleration — Calculus Approach

When acceleration is not constant, the three kinematic equations do not apply directly. Instead, use calculus:

  • v=dxdt  ⟹  dx=vdt  ⟹  x=vdt
  • a=dvdt  ⟹  dv=adt  ⟹  v=adt
  • a=vdvdx  ⟹  vdv=adx  ⟹  useful when a is given as a function of x.

Example: If a=3t22t and v=0 at t=0, then v=0t(3t22t)dt=t3t2.